I started this megawad in 2002! then I abandonned the project and reassumed it in 2011. back in 2002 I made the following maps: 01-11, 21, 23, 26, 70% 0f 24 and the drawing for 25. at that time my computer sucked and I used doome42 for editing, doomed42 is by far the crappiest doom editor ever, it's buggy as hell and too way primitive. it seems that my maps 24 and 25 could'nt be built with it because of its limitations, they crashed every time so I left the project due to dissapointment. In 2010 I dove again in the world of doom and got doombuilder 2 so I made the rest of the levels and corrected some texture misalingments of the old levels. you may notice that the 2002 levels are smaller and simpler, more old schoolish than the new ones witch have more detailing and harder gameplay.

The levels take the names of the buenos aires subway stations and most of them have a color predominancy of the respective station. there are 3 episodes:

line d (map01-11 and 31) line c (map12-20) line e (map21-30, 32 and 33)

This was an idea just to give some cohesion to the wad, some kind of pattern. however this wad contains just classic doom levels and not subways or anything like that.

This wad is strongly if not plainly themed on tech bases, i'd say that most of the levels have a shores of hell feeling but without the hell part, some others are more like tech doom2 levels (line c) only levels 12 and 20 are more city themed. There are a bunch of hell levels on the net and those plenty of brown bricks and wood straight lined maps which I'll never enjoy so I tried to make a tribute to the classic techbase themed doom.

Every level has been tested under 3 basic conditions: 1- pistol start 2- ultra violence 3- finished with 0% of the secrets

So there are'nt mandatory secrets and every level is doable from pistol start though some of the can be a pain in the ass at the first part. nevertheless this wad was built to be played consecutively

One tip: try not to let monsters behind you, I've put teleporting lines on some concave sections of some level in order to prevent monster stucking, so they'll follow you!!!

Credits:

id software, doomworld, all the people involved in the creation of doom and doom2, the people who made the doom editing tools and specially to all the people who keep playing doom and making levels just for fun and not for commercial purposes. doom is art for art.

Base:

New levels from scratch

Build time:

15 months, 4 months in mid 2002 and 11 months in 2011

Editor(s) used:

Doombuilder2 and XWE

Bugs:

there is a minor HOM effect on map 19 ant NE, and another on map 20 at NE too. I don´t now why they persist and I don't want to tear appart every sector to find the solution...